/*
 * Deferred Rendering tutorial sample code, for XNA4.0
 * Tutorial created by Catalin Zima, and available at
 * http://www.catalinzima.com/tutorials/deferred-rendering-in-xna/
 * 
 * Code converted from XNA2.0 to XNA4.0 by Roy Triesscheijn
 * http://roy-t.nl
 */

#region Using Statements
using System;
using System.Collections.Generic;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
#endregion

namespace NOVA
{
    public partial class QuadRenderComponent : Microsoft.Xna.Framework.DrawableGameComponent
    {
        #region Private Members
        VertexPositionTexture[] verts = null;
        short[] ib = null;

        #endregion


        #region Constructor
        public QuadRenderComponent(Game game)
            : base(game)
        {
            // TODO: Construct any child components here
        } 
        #endregion


        #region LoadGraphicsContent

        public/*protected override*/ void LoadContent()
        {
                IGraphicsDeviceService graphicsService = 
                    (IGraphicsDeviceService)base.Game.Services.GetService(
                                                typeof(IGraphicsDeviceService));

            
                verts = new VertexPositionTexture[]
                        {
                            new VertexPositionTexture(
                                new Vector3(0,0,0),
                                new Vector2(1,1)),
                            new VertexPositionTexture(
                                new Vector3(0,0,0),
                                new Vector2(0,1)),
                            new VertexPositionTexture(
                                new Vector3(0,0,0),
                                new Vector2(0,0)),
                            new VertexPositionTexture(
                                new Vector3(0,0,0),
                                new Vector2(1,0))
                        };

                ib = new short[] { 0, 1, 2, 2, 3, 0 };

        } 
        #endregion


        #region void Render(Vector2 v1, Vector2 v2)
        public void Render(Vector2 v1, Vector2 v2)
        {
            IGraphicsDeviceService graphicsService = (IGraphicsDeviceService)
                base.Game.Services.GetService(typeof(IGraphicsDeviceService));

            GraphicsDevice device = graphicsService.GraphicsDevice;

            verts[0].Position.X = v2.X;
            verts[0].Position.Y = v1.Y;

            verts[1].Position.X = v1.X;
            verts[1].Position.Y = v1.Y;

            verts[2].Position.X = v1.X;
            verts[2].Position.Y = v2.Y;

            verts[3].Position.X = v2.X;
            verts[3].Position.Y = v2.Y;

            device.DrawUserIndexedPrimitives<VertexPositionTexture>
                (PrimitiveType.TriangleList, verts, 0, 4, ib, 0, 2);
        }
        #endregion
    }
}
